They're virtual fluids that fluid_lib can handle. Fluid transfer nodes will work with transferring them no problem. Just that they cannot be put in tanks or buckets.Chem871 wrote:I meant, deuterium and tritium is a gas. How will that work, as a game mechanic?
[Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]
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Re: [Mod] Elepower - A new powerful modpack [elepower]
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Some reactor progress..
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Now the reactor can heat up coolant!
Next up, the hot coolant shall be ran into Heat Exchangers that turn Water into Steam using the Hot Coolant, which in turn will then be turned back into Cold Coolant. The steam must be ran into a Turbine Generator to get tons of power!
Next up, the hot coolant shall be ran into Heat Exchangers that turn Water into Steam using the Hot Coolant, which in turn will then be turned back into Cold Coolant. The steam must be ran into a Turbine Generator to get tons of power!
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Really happy to see something like this being worked on!
Though I've been off the MT scene for a little while, I've been hoping a good base API for power/fluid handling would find its way in the community, this seems like a very good candidate.
I'll be playing with Elepower more in the near future and will definitely report anything I notice.
Though I've been off the MT scene for a little while, I've been hoping a good base API for power/fluid handling would find its way in the community, this seems like a very good candidate.
I'll be playing with Elepower more in the near future and will definitely report anything I notice.
Maker of Terumetal and Teruview mods at https://github.com/Terumoc
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Re: [Mod] Elepower - A new powerful modpack [elepower]
I will be improving the APIs in the future as well! Please note that some recipes are either missing or undocumented, so the best way to play around with this mod is in creative, or if you can read source code, you can find the alloy recipes and such too. But don't worry, this mod is still in development and documentation will be created!Terumoc wrote:Really happy to see something like this being worked on!
Though I've been off the MT scene for a little while, I've been hoping a good base API for power/fluid handling would find its way in the community, this seems like a very good candidate.
I'll be playing with Elepower more in the near future and will definitely report anything I notice.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Added a bunch more recipes and a new screenshot, with the nuclear nodes included in it :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]
An Alpha release is now available on the ContentDB!
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Hey, congrats! I see you’re working hard on this mod.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
We're now going wireless! First up in the list, powered teleporters!
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Re: [Mod] Elepower - A new powerful modpack [elepower]
So you can have wireless lights in the homes?
Jesus Is Lord and Savior!!!
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Re: [Mod] Elepower - A new powerful modpack [elepower]
So a continual cost for teleporters, nice! Are there already powered furnaces?
What is SCP-055?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Of course.Chem871 wrote:So a continual cost for teleporters, nice! Are there already powered furnaces?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
This Mod looks promising keep up the good work.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Thank you.CBugDCoder wrote:This Mod looks promising keep up the good work.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Added a Matter Transmitter: It's basically a teleporter that you have to power and set a target Matter Receiver on.
Matter Transmitters and Receivers are per-player and currently cannot be shared.
(Green is the Transmitter)
Matter Transmitters and Receivers are per-player and currently cannot be shared.
(Green is the Transmitter)
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Alpha 2 has been submitted to the ContentDB!
Changes from previous release
Changes from previous release
- Powered Teleporters
- More crafting components
- Tool API improvements
- A powered pickaxe known as the Hand Drill
- Chainsaw and Harvester can now both cut down trees instantly!
- ..And some bug fixes..
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Re: [Mod] Elepower - A new powerful modpack [elepower]
This looks AWESOME. Once that version of minetest is stable, I'll be sure to try it out on my server.
<SHAMELESS PLUG> Play on my server Blocky Survival! It's unique! </SHAMELESS PLUG>
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Thanks to Rubenwardy, the latest Minetest version has custom tooltips on formspecs!
No longer do you have to wonder what a bar represents!
No longer do you have to wonder what a bar represents!
Thank you.BillyS wrote:This looks AWESOME. Once that version of minetest is stable, I'll be sure to try it out on my server.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
I can see the mods supports pipeworks. Would you be interested in supporting joe7575's tubelib as an alternative item transfer system? I believe it's much more lightweight.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
I'll look into it :)texmex wrote:I can see the mods supports pipeworks. Would you be interested in supporting joe7575's tubelib as an alternative item transfer system? I believe it's much more lightweight.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Turns out it was incredibly easy and I have done it. Now, elepower supports tubelib for item transfer. Will look into using it for fluids as well.
Pipeworks still is supported as well.
Pipeworks still is supported as well.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
That’s great!
Regarding liquid, don’t you have your own pipes for that or am I mistaken? Regardless I’m trying to harmonize both systems into one coherent game so your tubelib support is one step closer to that end. :)
Regarding liquid, don’t you have your own pipes for that or am I mistaken? Regardless I’m trying to harmonize both systems into one coherent game so your tubelib support is one step closer to that end. :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Yeah, for fluid transfer I do have my own piping system. It's not very needy in terms of processing power either.texmex wrote:That’s great!
Regarding liquid, don’t you have your own pipes for that or am I mistaken? Regardless I’m trying to harmonize both systems into one coherent game so your tubelib support is one step closer to that end. :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Currently thinking about what else I need to do before making another release on the CDB. Might wait a little for the latest master commits to become used because of the tooltips.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
That doesn't matter too much, as it'll still work just without the tooltips and with an errorIcyDiamond wrote:Might wait a little for the latest master commits to become used because of the tooltips.
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